There's a game development demo event tomorrow, so I've been working to polish the first level of Fidelity enough to show. One of the biggest challenges was to integrate the dialog system with the pause and restart systems. Disabling the pause function during a dialog was an easier option, but was unacceptable because players would be unable to check the control screen if they'd forgotten how to progress a dialog. So harder work led to an acceptable solution and a better understanding of the dialog system. Coincidentally, solving this problem also led to a better save system.

The newest first level...

...with lighting...

...and reflection probes.

Triggers close gates to prevent players from backtracking. This allows for a simplified and improved save system. Can also be opened to access new, previously unreachable areas.